Applying Textures#
Download Python source code | Download Jupyter notebook
Plot a mesh with an image projected onto it as a texture.
from matplotlib.pyplot import get_cmap
import numpy as np
import pyvista as pv
from pyvista import examples
Texture mapping is easily implemented using PyVista. Many of the geometric objects come pre-loaded with texture coordinates, so quickly creating a surface and displaying an image is simply:
# load a sample texture
tex = examples.download_masonry_texture()
# create a surface to host this texture
surf = pv.Cylinder()
surf.plot(texture=tex)

But what if your dataset doesn’t have texture coordinates? Then you can
harness the pyvista.DataSetFilters.texture_map_to_plane() filter to
properly map an image to a dataset’s surface.
For example, let’s map that same image of bricks to a curvy surface:
# create a structured surface
x = np.arange(-10, 10, 0.25)
y = np.arange(-10, 10, 0.25)
x, y = np.meshgrid(x, y)
r = np.sqrt(x**2 + y**2)
z = np.sin(r)
curvsurf = pv.StructuredGrid(x, y, z)
# Map the curved surface to a plane - use best fitting plane
curvsurf.texture_map_to_plane(inplace=True)
curvsurf.plot(texture=tex)

Display scalar data along with a texture by ensuring the
interpolate_before_map setting is False and specifying both the
texture and scalars arguments.
elevated = curvsurf.elevation()
elevated.plot(
scalars='Elevation', cmap='terrain', texture=tex, interpolate_before_map=False
)

Note that this process can be completed with any image texture.
# use the puppy image
tex = examples.download_puppy_texture()
curvsurf.plot(texture=tex)

Textures From Files#
What about loading your own texture from an image? This is often most easily
done using the pyvista.read_texture() function - simply pass an image
file’s path, and this function with handle making a vtkTexture for you to
use.
image_file = examples.mapfile
tex = pv.read_texture(image_file)
curvsurf.plot(texture=tex)

NumPy Arrays as Textures#
Want to use a programmatically built image? pyvista.ImageData
objects can be converted to textures using pyvista.image_to_texture()
and 3D NumPy (X by Y by RGB) arrays can be converted to textures using
pyvista.numpy_to_texture().
# create an image using numpy,
xx, yy = np.meshgrid(np.linspace(-200, 200, 20), np.linspace(-200, 200, 20))
A, b = 500, 100
zz = A * np.exp(-0.5 * ((xx / b) ** 2.0 + (yy / b) ** 2.0))
# Creating a custom RGB image
cmap = get_cmap('nipy_spectral')
norm = lambda x: (x - np.nanmin(x)) / (np.nanmax(x) - np.nanmin(x))
hue = norm(zz.ravel())
colors = (cmap(hue)[:, 0:3] * 255.0).astype(np.uint8)
image = colors.reshape((xx.shape[0], xx.shape[1], 3), order='F')
# Convert 3D numpy array to texture
tex = pv.numpy_to_texture(image)
# Render it
curvsurf.plot(texture=tex)

Create a GIF Movie With Updating Textures#
Generate a moving gif from an active plotter with updating textures.
mesh = curvsurf.extract_surface(algorithm=None)
# Create a plotter object
pl = pv.Plotter(notebook=False, off_screen=True)
actor = pl.add_mesh(mesh, smooth_shading=True, color='white')
# Open a gif
pl.open_gif('texture.gif')
# Update Z and write a frame for each updated position
nframe = 15
for phase in np.linspace(0, 2 * np.pi, nframe + 1)[:nframe]:
# create an image using numpy,
z = np.sin(r + phase)
mesh.points[:, -1] = z.ravel()
# Creating a custom RGB image
zz = A * np.exp(-0.5 * ((xx / b) ** 2.0 + (yy / b) ** 2.0))
hue = norm(zz.ravel()) * 0.5 * (1.0 + np.sin(phase))
colors = (cmap(hue)[:, 0:3] * 255.0).astype(np.uint8)
image = colors.reshape((xx.shape[0], xx.shape[1], 3), order='F')
# Convert 3D numpy array to texture
actor.texture = pv.numpy_to_texture(image)
# must update normals when smooth shading is enabled
mesh.compute_normals(cell_normals=False, inplace=True)
pl.write_frame()
pl.clear()
# Closes and finalizes movie
pl.close()

Textures With Transparency#
Textures can also specify per-pixel opacity values. The image must
contain a fourth channel specifying the opacity value from 0 [transparent] to
255 [fully visible]. To enable this feature just pass the opacity array as the
fourth channel of the image as a 3 dimensional matrix with shape
[nrows, ncols, 4]
pyvista.numpy_to_texture().
Here we can download an image that has an alpha channel:
4
# Render it
curvsurf.plot(texture=rgba, show_grid=True)

Repeating Textures#
What if you have a single texture that you’d like to repeat across a mesh? Simply define the texture coordinates for all nodes explicitly.
Here we create the texture coordinates to fill up the grid with several
mappings of a single texture. In order to do this we must define texture
coordinates outside of the typical (0, 1) range:
axial_num_puppies = 4
xc = np.linspace(0, axial_num_puppies, curvsurf.dimensions[0])
yc = np.linspace(0, axial_num_puppies, curvsurf.dimensions[1])
xxc, yyc = np.meshgrid(xc, yc)
puppy_coords = np.c_[yyc.ravel(), xxc.ravel()]
By defining texture coordinates that range (0, 4) on each axis, we will
produce 4 repetitions of the same texture on this mesh.
Then we must associate those texture coordinates with the mesh through the
pyvista.DataSet.active_texture_coordinates property.
Now display all the puppies.
# use the puppy image
tex = examples.download_puppy_texture()
curvsurf.plot(texture=tex, cpos='xy')

Spherical Texture Coordinates#
We have a built in convenience method for mapping textures to spherical coordinate systems much like the planar mapping demoed above.
mesh = pv.Sphere()
tex = examples.download_masonry_texture()
mesh.texture_map_to_sphere(inplace=True)
mesh.plot(texture=tex)

The helper method above does not always produce the desired texture coordinates, so sometimes it must be done manually. Here is a great, user contributed example from this support issue
Manually create the texture coordinates for a globe map. First, we create
the mesh that will be used as the globe. Note the start_theta for a slight
overlap.
sphere = pv.Sphere(
radius=1,
theta_resolution=120,
phi_resolution=120,
start_theta=270.001,
end_theta=270,
)
# Initialize the texture coordinates array
sphere.active_texture_coordinates = np.zeros((sphere.points.shape[0], 2))
# Populate by manually calculating
for i in range(sphere.points.shape[0]):
sphere.active_texture_coordinates[i] = [
0.5 + np.arctan2(-sphere.points[i, 0], sphere.points[i, 1]) / (2 * np.pi),
0.5 + np.arcsin(sphere.points[i, 2]) / np.pi,
]
# And let's display it with a world map
tex = examples.load_globe_texture()
sphere.plot(texture=tex)

Total running time of the script: (0 minutes 5.417 seconds)